/r/FantasyWorldbuilding
The FantasyWorldBuilding subreddit is dedicated to the practice of WorldBuilding. All types of WorldBuilding are welcome, whether they be fantasy, sci-fi, or something in between! Feel free to share maps, lore, art, writing, and partake in character discussions! Join our Discord to be able to gain access to a lively and welcoming community of other WorldBuilders from all across the globe!
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/r/FantasyWorldbuilding
In my current project once every hundred years mages of all kinds compete in a grand tournament to see who succeeds the head of the Mage’s Union. I’m just trying to pad out the list of magic types for said tournament with every single possible option, however broad or narrow. There’s the different kinds of elemental magic of course, demonic magic, holy magic, draconic magic, magical pacts/contracts, mind/psychic magic, eldritch magic, healing magic, bardic magic, divination, scrying, runic magic, summoning and banishing, spacial magic, time magic, wish magic, shamanic magic, illusions, alchemy, biomancy, shapeshifting, paper talismans, golems and other enchanted items and/or magical devices, warding spells and barriers, soul magic, necromancy, and blood magic, am I missing anything else? And what kinds of magic exist in your own settings?
English is not my first language so excuse me please, anyway here is what happens(so far):
Creation First we have the Great Being who stood in the center of it all where there was the source of all light and the sea of creation. For millennia the great Being just watched the reflections the light made against the surface of the sea. Before accidentally moving, disturbing the water. First horrified it had ruined the reflection The Great Being was soon mesmerized by the patterns the reflection made, so it started to move more, and more, slowly it turned into a dance, and with the dance came laughter, and eventually it would forget about it all and just dance for the dances sake. While it did not notice it the dance accidentally created all sorts of things, for thousands of years it just danced through the sea without a care. Then it tripped, and the laughter stopped, the sky was now covered in light, and it saw the landmass beside it.
The Age of harmony The Great Being for the first time ever would step out of the water and look about. It wandered about the forests for hundreds of years before meeting the first life forms, which were sentient mushroom people called The Gardeners, who taught The Great Being how to create with purpose, as it was they who had shaped all plant life. During this time The Great Being would give shape to the celestial tree which would illuminate the world. The Gardeners would slowly die out rather peacefully while a new species called the celestials would take their place. When the last Gardener died The Great Being would leave the earth, but leaving a successor in its place.
The Age of Perfect Order In place of The Great Being was the Goddess Ilé, she had the complete power over life and death, and would rule for thousands of years with perfect order. However not much interesting stuff would happen since it was in such perfect order so let’s skip to the end, in her time she created the twins Ulé and Alë, who would represent summer and winter respectively. Since her rule was one of order and the world had been created by chance her way of perfect order was not the natural state of the world, hence why for defying this nature Ilé would spontaneously erupt and following this the twins both claimed to be her successor, a war was fought in which the Celestial tree was destroyed and it ended with the celestials turning on the twins, their deaths created the seasonal cycle.
The heavens and the hells The Celestials would split into two factions, the faction of order and the faction of freedom, so another battle for dominance occurred between these factions, before both would leave the earth and settling in fragments of the celestial tree which would become the heavens and the hells. And other realms would also form that were unrelated, but we only need to focus on the draconic realm and the dream realm, because they are about to become the sun and moon. And one called the Twilight realm. Life would evolve in these realms independently, the draconic realm being populated by dragons(duh), the dream realm being populated by a long extinct race. And the Twilight realm being populated by anthropomorphic bugs called Bukr. But before I continue with these three realms I will go back to the heavens and the hells where the celestials would over time evolve to angels and devils respectively. They would fight two wars both ending in a stalemate and earth being the battlefield, and both times the warriors would be left behind on earth, the first time occurred before the creation of the sun the warriors of heaven were the elves, while the warriors of the hells were the orcs, the second would occur after the creation of the sun and the warriors were the wingfolk and the hornfolk(on the nose names ik). Anyway back to the creation of the sun, this happened because the Draconic realm went to war with the Twilight realm, which saw the Draconic realm being consumed by its own fire and the dragons being exiled on earth, finding this unacceptable the sorcerers of the dream realm would gather all their strengths and move the twilight realm below the surface of the earth, in this process though the queen of the twilight realm would counter by magically destroying the dream realm, engulfing it in silver light. And that is how the sun and moon were made.
Current era As of now elves and orcs populate a lot of the mainland though are far from the only sentient creatures. And in the far south there are some creatures that resemble elves but with rounded ears and all around less ethereal, they are still in the Stone Age however. Of the elves the most dominant ones are called the Sea elves, and Draconic elves, though the Sea elves are more united as Draconic elves are not good at working together
Anyhow that is what I have so far, though it doesn’t address many events that happen along the way.
So I'd like to throw the idea out into the world and let anyone who wants it do what they want with the idea.
I used this idea for a dnd one shot years ago, and it has stuck with me over the years. I've just never seen anything close to the idea anywhere, and I love the concept of it. Other than maybe the backrooms or infinite ikea, nothing really gets close as far as I've found.
So here is a big description of the concept, take it, use it, make it your own.
The premise is a plane that is nothing but giant dungeon, and all that encompasses the concept of a "dungeon".
There is no beginning or end to it, sages would say the beginning is where you enter and the end is where you leave. Otherwise it is infinite as long as someone somewhere is laying a cobblestone hallway or setting up a Boulder trap.
The plane is made up mostly of twisting and interconnected hallways and rooms of cobblestone/bricks. Pretty stereotypical dungeon look. But every version of a dungeon can be found at some point. From simple caves, to ice palaces, to molten metal labyrinths, to undead filled crypts, if you travel long enough every concept of a "dungeon dive" can eventually be found.
More so, stranger concepts of dungeons can be found. You might stumble upon a section of the dungeon that looks completely vacant in a mile wide sphere, just to find its not vacant, but the walls and floors are invisible in this area. Not every concept in the dungeon plane makes sense. The dirt tunnels of a giant ant colony might be the hunting grounds of ghost ants. You could climb a latter to find a trap door above you to the "under water" area where the water never drains away. Huge jungles teeming with life seem to thrive with only torchlight and stone floors to keep the trees alive.
Along with the architecture, all the monsters, traps, and treasure of any dungeon can be found there. From rats in a cellar, to dragons in their lairs. Entire colonies of kabolds take over and fortify prime territory and wizard towers can form entire "tower forests". Sometimes pipes from fountains of health lead to a lake of the healing liquid. You can stumble upon a chest mimic, and just as easily walk down a entire hallway that starts salivating on you.
Mapping the dungeon plane "works" but only in the sense that you'll have to accept that a secret bookcase passage might lead to the room next to the one you started in, or to a place that is miles away. And sometimes because of shifting, your map might only be half right, the other half is now the twisting tunnels of nest of spiders made of lightning.
The plane has many gods, or none. You can find temples to every God you know of and many you don't. So who knows who really has dominion over it. But something is always keeping the torches lit in rooms that have never been opened In depths of the grand dungeon.
If you think about it centaurs would actually make regular horses obsolete in any setting. They don’t need drivers because they can navigate by themselves, you don’t even have to feed them (well technically paying them is feeding them), and they could do and undo their harnesses all by themselves which makes them vastly more practical than a horse. However I still want to have beasts of burden in my world. How could I justify people still using them after centaurs and humans have coexisted for thousands of years?
The world of Neryan is a low fantasy world in which the most advanced civilizations are similar to the late bronze age, with some semblance to classical antiquity, however the great majority of cultures range between the early bronze age and neolithic and many would be considered paleolithic as well. It is a world in which many holocene and pleistocene (or even older cenozoic) animals have not gone extinct yet and humans as we are, are not the only intelligent species of apes, nor the only intelligent species in general. Neryan is a world which has many blank spaces and many unexplored areas around the edges (on purpose). This list of sapient species too is not exhaustive as well.
Common Humans - Homo Vulgaris
The most common humans are humans which are in most ways like us. Because all extant human species are sapient and of similar intelligence, these are not the homo sapiens, but merely common humans. Common humans have populated all continents of Neryan except one and they have tamed fire and developed agriculture in many places. The current center of the known world is the Emporian sea, which is a Mediterranean-esque hub for maritime trade. Around its shores lie various empires and city states, which are similar to the late bronze age in terms of technology, foremost the ancient city of Uttarand.
Common humans resemble Earth's humans in most ways. There are some phenotypes, which are not found in our world anymore or which have not existed in such a combination. Such as the people of Arata having blue eyes, red hair and brown skin. In general however they look and behave the same as we do. The main difference between common humans and other hominids is that common humans can be found almost everywhere, while other intelligent hominids only exist in singular areas, often isolated pockets and their populations are often shrinking as well.
Near-Humans - Homo Proximans The term near-humans is a collective title for other hominid species with comparative intelligence. Neanderthals and Denisovans from our world would fall under this label as well. There are many subspecies of these near-humans, which are often geographically isolated from each other. Most of them, with few exceptions, are paleolithic hunter-gatherers.
The Menre live in the northern reaches of the continent of Isthmia in a land characterised by steep mountains and dense forests and ever torrential rain. These cold rainforests are called the Land of Darkness by other cultures. The Menre have evolved to become hypercarnivores who primarily hunt during twilight hours. Surrounding peoples regard the Menre as demons and fearsome monstrous hunters, who do not shy away from attacking humans on the forests' edges. While they are primarily carnivorous and do practice cannibalism, they are still people and can be reasoned with, traded with and negotiated with. Tribes of other humans who live close to the land of darkness regularly engage in trade with them, though even they don't fully trust them.
The Daru live in the high mountains west of the Emporian sea and east of the great Median desert. They are one of the few near-humans who have developed agriculture and pastoralism. They herd goats on high pastures and grow tubers, legumes and hardy grains on terraced farms up high. Their agriculture is far less effective than that of common humans though. Their secluded homeland lies within the clouds and is shielded from outside aggressors. Their cultures are very insular and clan based, often consisting of only a few villages with a dozen families or so. Each community has their own language and customs and they are highly fragmentated, with raids between clans being a common occurrence. Friendly contact with the outside world still occurs from time to time and some Daru, though atypical, are inclined to travel and seek other cultures. The Daru are on average slightly shorter than common humans, but with a strong physical build. Additionally they exhibit little sexual dimorphism, with men and women being equal in height and weight.
The Dulu are semi-arboreal near-humans, who live in the jungles of the southern continent Yuga. They have long limbs, fingers and toes to fit their lifestyle. The Dulu on the other hand are shy beings, who are often friendly to other humans, but often just shy away.
Besides these there are stories of further near-humans and hominids with human-like intelligence, like semi-aquatic humans who dwell in swamps along the great western coasts of Media. Some of these stories are fantastical, while others are based on true accounts.
Umang - Gigantopithecus One particular species of hominids found in the jungles of southern Isthmia, around Uttarand and the southern continent of Yuga are the Umang. These are gigantopithecenes, which rank on the upper end of the intelligence spectrum of great apes (As opposed to the historical apes, of whom we only have jaw bones and cannot tell their intelligence). Umang are generally able to communicate with humans, but cannot learn their language (neither can humans properly learn their communication). They are however still intelligent and communicative enough to engage in trade and exchange with humans, as well as enter some form of employment in exchange for food and other valuables. This kind of relationship on the other hand is still pretty one-sided and often abusive. Umang are used by the Uttarandians in building projects, but also as mercenaries, guards and soldiers. Umang clad in heavy armor are often send first into an enemy line of battle, a position with quite a high mortality. Even if they survive, many Umang are often emotionally incapable of handling this long term stress and become a danger to both friends and foes. Wild Umang groups have begun to shy away and to avoid humans as their populations have been decreasing over centuries. As a result slave raiders have resorted to abducting adolescents to sell them on the slave markets of Uttarand.
Yuulti - Aviosapiens
There are two known species of sapient birds Aviosapiens Arborius and Aviosapiens Terrestrius. The latter species is the larger of the two and can reach a height of up to one meter. They are not fully terrestrial, but more than their cousins. They live primarily in the savanna and light forests of southern Media. They are capable of flight, but also fast runners. They build their homes within small caves in cliffs. Both species are capable of understanding human language, but unable to reproduce it. The same goes for their languages, which humans can comprehend, but due to different anatomy not reproduce either.
The second species is far more widespread and in part due to the influence of humans as well. The Uttarandians call them Yuulti, in other lands they are identified as the children of the avian god Kašvat. They are smaller and live an arboreal lifestyle, where they build elaborate nests high up in the tree tops. They build tools and create ornaments for themselves and others. Yuulti have a long history of interacting with humans. Yuulti are employed by humans for various tasks, such as spies or lookouts on ships. They are also used militarily to specifically attack enemy leaders. They are also employed to attack carrier pidgeons to intercept letters. Some are also used to carry letters on their own, but some especially gifted Yuulti have figured out written language and succeeded at deciphering human writing. Thus some people don't trust them either. It seems that in the grander scheme some tribes of Yuulti have their own agendas along the humans who interact with them and there are cases, where humans were employed for tasks by these feathered sophonts, rather than the other way around.
Currently attempting to create an interactive novel set in a medieval fantasy world; i have a plethora of ideas for factions on landmasses, but almost none for the other settings the world will have to offer. These other settings are:
Edoria, which are floating isles which hover above the clouds,
Various kingdoms in the sea all at war; I would like ideas apart from the kingdoms to make it feel more alive,
The underground / 'underdark' region; I currently have any idea, the Silk Stalkers, a band of warriors who tame and mount giant spiders while hunting other creatures in the caves.
If anyone has faction ideas for these settings, your input would be very appreciated!
I'm writing a story set in a post-apocalyptic world and could really use some creative input to bring it to life. I'm looking for help brainstorming world-building ideas or suggestions to make the setting feel more immersive and believable. I'd also love advice on making the virus central to the story more unique or refining the details around it. Any insights or inspiration would be greatly appreciated!
(I'm going to copy and paste what's in my notes with some added details)
Prana - the energy source; exists in all living things
Can be trained to protect/strengthen certain areas of the body/mind/soul, detect the prana of others, and magnify one’s zunqi
If one uses too much prana they must allow for recovery time, the more powerful zunqi the more prana is uses
Having a zunqi makes one easier to detect, however, those with a zunqi are more powerful than those without
Zunqi - the application of prana
The manifestation of a living thing’s life energy (prana) or one’s prana taken shape, often in the form of unique abilities/traits/transformations/mutations
When trained can be harnessed to enhance one’s strength, speed, stamina, etc. and can even be utilized to protect one’s self from injury
Mind, Body, and Soul (Mental, Physical, and Spiritual planes) are the aspects of zunqi
Forms:
Enhancement - the ability to use prana to strengthen or increase the natural abilities of an object or one's own body. Enhancers are able to increase their physical attack and defense greatly and are best suited for melee combat.
Mutation - a person’s prana permanently alters their body, where they develop a mutation that lies on one of the three planes of existence. With that being said, one’s mutation may not always be visible to the naked eye, however, can be perceived with one’s third eye. allowing one to possess certain alterations something else or replicate specific attributes.
Manipulation - allow the user to control living or non-living things, including aura constructs. The main advantage of this category in combat is the ability to manipulate the enemy themselves. Manipulated prana can allow for control over natural elements, man-made substances, and even animals, among other things. Altering the shape of one's prana also falls in this Zunqi category.
Projection - means that a user has an easier time separating their prana from their body. Due to its properties, Projection is typically employed in abilities with an emphasis on range and/or those that have long-lasting effects. Basic applications include shooting out projectiles or beams of prana at high speed. Prana usually decreases in intensity very quickly when it leaves the source body, but adept Projectors can separate their prana from their body for long periods of time, over long distances, and still be able to maintain it and its functions. Interestingly, it seems that the default shape of projected prana that has not been reshaped by Transmutation, Manipulation, or some other medium is a sphere.
Summoning- Involves creating a physical, independent, material object out of one's prana; however, users of this category can also create laws and principles and affix them to a specific area, or even create their own pocket dimension.
Next Section is still a concept I'm considering adding to the system
Blessings & Curses
Hi everyone,
I am new to this type of exercise and would love to start working on building a world. What are some needs I need to do to get started? Are there any resources a beginner like me may use to get started on fleshing out a world?
Pretty self explanatory based on the title. Ask me anything about the fantasy world I am making and setting my series and spin-offs in and I’ll answer. Maybe some of your questions will help me better construct my world as well, so don’t be shy. I welcome any inquiries!
I came up with a concept for a world-building project of mine known as "Project Vigilant" or "P.V" for short and I'd like some thoughts on it.
So, in PV. Humanity becomes an interstellar species in 2058, from this point forward. The human species begins to establish colonies on a multitude of worlds often-times by using miraculous machines known as "World Engines" which not only terraform planets but allow for said terraforming to re-create specific biomes to specific standards. In essence, World Engines allow an almost minecraft-esque level of customization for planets and planets that are terraformed by World Engines usually end up being better than Earth.
Over the next several centuries, Earth's population suffers a gradual and ceaseless decline as more and more humans move to the colony worlds. At some point in the late 26th Century, the interstellar human government decides to move it's capital away from Earth and this expediates the Earth's population decline as the planet no longer has any important status.
By the 3020s, Earth's population is in the 10 Millions. Only a few cities are still inhabited with many others having been left to the elements. In 3028, the interstellar human government decides to order an evacuation of Earth in order to pursue a radical scientific experiment wherein multiple species of animals will undergo forced-evolution to replace humanity on Earth and become the new caretakers of the planet.
What do you think about this concept?
TLDR: I've got themes and plenty of real-world inspiration for my setting but having trouble finding a spark.
I've got a basic area of my setting roughly mapped out; it's my own take on a fantasy setting, but a fair bit nicer and hopeful than most and even our own world. The region I'm starting with will set the tone for the rest of the world.
What I'm really struggling with is imaging a place that I'd honestly like to inhabit. I can come up with more harsh settings, but for this I draw a blank. And where to start really? I seem to be on the edges but struggling to get to the centre and really just in.
Here are my core themes:
More detail about this part of the world: It's a place that's been settled by humanity for a long time, so lots of ruins, hauntings, burial mounds, and graves. It's a spooky yet friendly place. Nations never caught on here, so family clans are the main form of organisation.
Happy to hear any ideas and tricks. I'll drop more lore in the comments for those interested.
I feel like polearms could present a lot of interesting ideas to the genre. Games could have mechanics making them more effective against enemies wearing armor. They also just introduce new design elements and styles that you can’t really get with the classic weapons you get in fantasy.
Project Name: WT Saga Brief overview: Saga has a bronze age setting where a the people of Kalaīshvad battle for stability against peace against constant human incursions. Leading to all out war upon the sacking of their city and the theft of the Scepter of Kalaī.
The Fotsugan, race of the Kalaīshvad people: Appearance: Hair-stark white (rarest), grey, brown and blonde, red, and black (the most common); males can grow facial hair Skin-varies from burgundy to bright red, preferably kept well moisturized. Bipedal humanoids Large canines Human like ears Eyes-round pupils that are generally brown or black, though blue and green are possible Height-On average, males range from 5’7” to 5’10” and 5’4” to 5’6” for females Traits: Their skin on average is rather tough, if kept moisturized. And provides slightly higher protection from edged weapons than human counterparts. If skin is not moisturized, it may harden, causing joints to lock up or painful lesions to form. They are highly resistant to illnesses and have never experienced a widespread pandemic. They are relatively hardy, capable of going for longer periods of time without eating than humans. They are fire and heat resistant. Historically they are known for being superb bronze smiths and craftsmen. Their females generally only get 1-2 pregnancies in their life. Their gestation is usually 16 months and generally yields twins.